Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

If any orcs crawl out of the pit in Muse's general vicinity, remember that he's got reach and combat reflexes. Relevant numbers are +11 to hit, 1d10+6 damage, 19-20 crit.

heal: 1d20 - 2 ⇒ (15) - 2 = 13

The most martially formidable of the orcs is dead and done for - but there's a new threat in the hallway - a caster. Omit would know what spell it is the orc is casting, but Muse can only guess. Whatever it is, with such a long incantation, it's liable to be unpleasant.

He spares a second to look around him, to see if anyone else is already on it, but it seems like he's the only one with the vantage to know what's going on. Muttering a curse that only Savvy can hear, the captain charges across the sloped and extra-dimensional ground. He has to interrupt that spell, before catches the rest of them completely unaware.

Acrobatics to avoid AoO: 1d20 + 11 ⇒ (5) + 11 = 16

His uncustomarily long arms trip him up - almost literally. Throwing his shield in the way of any combatants taking advantage of his stumble and praying that no one takes his head off, Brolin keeps his eyes on his target. Now he's scrambling across Turion's - but with the benefit of his acceleration spell, Muse has can move quickly and carefully. He automakes DC 10 acrobatics checks, and has plenty of movement.

Outside of the enchanted silence, Muse is startled by his boots pounding the stone beneath him. He doesn't let it throw off his stride, closing to close enough quarters that he can smell the orc's breath, close enough that the spellcaster can't easily escape the captain's enlongated reach.

"This is the point in the books where the action hero comes up with a witty quip, but I'm drawing a blank."

1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 damage: 1d10 + 6 ⇒ (10) + 6 = 16

"If I think of something, you'll be the first to know."


Brookside Campaign Journal

GM screen:

Conc: 1d20 ⇒ 7
AoO muse: 1d20 ⇒ 15
Attacks on Muse: 2d20 ⇒ (17, 8) = 25
Dam muse: 2d12 + 20 ⇒ (5, 7) + 20 = 32
AoOs by muse: 2d20 ⇒ (12, 4) = 16
Dam by Muse: 2d10 ⇒ (1, 3) = 4
Attack Kazador: 1d20 ⇒ 11
Climb: 3d20 ⇒ (20, 19, 6) = 45
Dam: 3d6 ⇒ (5, 6, 6) = 17
AoO Kelina: 1d20 ⇒ 2
AoO muse: 1d20 ⇒ 12
Dam: 1d10 + 6 ⇒ (4) + 6 = 10
Conc: 1d20 + 10 ⇒ (9) + 10 = 19

Muse is struck by the orc engaged with Kazador as he moves (15 damage) then he strikes the mage, breaking the spell. The mage curses but not Brolin sees the situation he has heroically put himself in. This hallway contains more orcs rushing around a corner toward him. He strikes two of them as they come forward but neither falls and one lands a heavy blow on him (19 damage) while the other misses. The seer attempts to cast a spell as he steps back, his comrades blocking Muse but the captain strikes a blow nonetheless, stopping the spell. One orc climbs out of the pit and moves forward (provoking from Fyrtor). Kelian attempts to strike one of the orcs but misses.

Everyone, GO!


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

AoO: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Damage: 1d6 + 6 ⇒ (6) + 6 = 12 (if he was flatfooted add 2+1d6 ⇒ 2 damage)


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel targets the one that crawled out of the pit behind Fyrtor.

Attack 1, deadly aim: 1d20 + 10 ⇒ (5) + 10 = 15

Attack 2, hasted, deadly aim: 1d20 + 10 ⇒ (19) + 10 = 29

Damage 1: 2d6 + 7 ⇒ (1, 3) + 7 = 11 nonlethal

Damage 2: 2d6 + 7 ⇒ (2, 3) + 7 = 12 nonlethal


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Hit with hatred and haste: 1d20 + 16 + 1 + 1 ⇒ (11) + 16 + 1 + 1 = 29
Damage: 2d6 + 1d6 + 13 ⇒ (1, 6) + (1) + 13 = 21

Hit with hatred and haste: 1d20 + 16 + 1 + 1 ⇒ (11) + 16 + 1 + 1 = 29
Damage: 2d6 + 1d6 + 13 ⇒ (5, 5) + (4) + 13 = 27

Hit with hatred and haste: 1d20 + 9 + 1 + 1 ⇒ (14) + 9 + 1 + 1 = 25
Damage: 2d6 + 1d6 + 13 ⇒ (1, 6) + (6) + 13 = 26

Turning to the orc in front of him, Kazador unleashed a hail of blows powerful enough to shatter rock. One could imagine what it would do to an orc.


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Algric descended upon the wounded orc lieutenant, hacking away.

Coup de grace:

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity

Crit: 3d10 + 6 ⇒ (2, 8, 7) + 6 = 23


Brookside Campaign Journal

Mel, Fyrtor, and Kazador finish off both of the orcs standing near them. For better or for worse, Algric kills the unconscious lieutenant with an ax-blow to the neck.

Muse and Turion may still go.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor too, I only took the AoO


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Faced with rather more frontline combatants than he and Savvy are prepared to fight, Muse strikes at them as they close, but the orcs are irrepressible. Toe to toe with them, he pins the haft of one's axe with his shield, and deftly blocks the other's heavy weapon with his sternum. Oof.

The caster backs away, trying to buy room to get a spell off, likely thinking Brolin otherwise occupied. The obsidian teeth of Legacy's sword correct that line of thinking.

"Fall back?" Savvy suggests.

"Yeah. Yeah, let's do that."

acrobatics to avoid AoO: 1d20 + 11 ⇒ (13) + 11 = 24

Presupposing that Muse keeps his feet through any parting shots the captain comes back the way he came, moving through the enchanted silence, noting that the others have finished off their respective opponents, Muse comes to a stop near Nelly.

"There's more orcs around that corner," the injured captain explains to Mel and Turion, "and a spellcaster. A summoner, I think."

Muse casts chain of perdition. There aren't any valid targets yet.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor seeing Muse fall back decides that retreat may be needed. He falls back far enough to be able to cast his spells again. He chants and a blast of cold fills the area and ice covers the floor making the orc's path even more treacherous.

Casts winter's grasp

"Captain, are you ok? Do you need me to heal you?"

-2 to AC until next round, buckler provides no benefits


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Túrion wanted to get closer, possibly trap the orcs between two pits. But as long as the Silence Spell remained, that would not be possible - nor communication to let the carrier Dwarf know about it. Instead, he remained focused, grasping a Rod in his hand and ready to target the first Orc to move past the icy grease without falling into the pit.

Target first Orc coming from corridor that passes greased area, once he steps on the southern sloped area of the pit:
Magic Missile: 5d4 + 5 ⇒ (1, 2, 1, 2, 4) + 5 = 15
CMB - Trip: 1d20 + 7 + 5 ⇒ (15) + 7 + 5 = 27 as per Toppling. Once again, the intent is to make him fall and lose his footing so that he falls into the Pit.


Brookside Campaign Journal

Yes Fyrtor, my mistake. You could also go. Sometimes I scan to see who can go already so good catch.

GM screen:

Climb: 3d20 ⇒ (8, 14, 1) = 23
Dam: 3d6 ⇒ (5, 3, 5) = 13
Acro: 2d20 ⇒ (6, 18) = 24

No orcs come out of the pit this time but one moves forward into the doorway and falls. Another moves slowly and carefully across the ice and grease and comes to face Kazador, snarling silently.

Party GO!


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Hit the orc in the doorway, PBS, Hatred, Haste: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Silently Algric left the corpse of the orcish leader and fired an arrow at the orc standing in the doorway.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Hit with hatred and haste: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 2d6 + 1d6 + 13 ⇒ (6, 2) + (1) + 13 = 22

Hit with hatred and haste: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 2d6 + 1d6 + 13 ⇒ (4, 1) + (4) + 13 = 22

Hit with hatred and haste: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d6 + 1d6 + 13 ⇒ (4, 1) + (4) + 13 = 22

Kazador had less success than he had hoped for. The orc before him unexpectedly was fighting defensively, and he was having trouble breaking through it’s defenses.


Brookside Campaign Journal

Cold damage: 2d6 ⇒ (1, 4) = 5

Kazador strikes two mighty blows, finishing off this orc that was already damaged by Brolin.

Kazador, Algric would only know there is an orc there with a DC 20 perc check given the angle and you and another orc in the way. I'm resetting him to his prior position unless he has a reason to head that way. Brolin, Fyrtor, and Turion can see the prone orc.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Perception: 1d20 + 15 ⇒ (1) + 15 = 16

Mel looks for a target, but cannot see one. She moves to find a better angle, the sound cutting off around her as she moves closer to Kazador.

Move action for the perception check, then moving using my standard, so that's my turn.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor moves before Captain Muse can answer. He's hurt. Whatever he says he needs this. Chanting he reaches out and heals him.

Convert faerie fire to cure light wounds

CLW: 1d8 + 5 ⇒ (3) + 5 = 8

That done he moves forward and takes his place again at the front lines confidence filling him as he sees the orc before Kazador fall to his blows and the other lying on the floor. Let them come, we can stand against them.


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Algric searched for more targets. Was this it? He walked over towards the pit, ready to shoot the orcs within. That is when he saw the orc at the door. The arrow found its mark in that orc instead.


Brookside Campaign Journal

Mel's strict adherence to this rule made me look it up: "Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action." Let's keep with that. So we'll use this in the future. Algric can keep his attack for now given his good perc roll.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Kazador wrote:
The orc before him unexpectedly was fighting defensively, and he was having trouble breaking through it’s defenses.

Is it unexpected, though? I know that if I was fighting the last Rune Warden of Kazad Gavr, who, it must be noted, I'd watched just now mow down a number of my fellows, I'd be fighting a tad cautiously too.

"Thanks," the captain says to Fyrtor.

The displaced sailor follows Sarenrae's loyal druid back into the silence. Since Muse was just around the corner, I don't imagine that he has to make a perception check to know that there are orcs there? Coming to a stop where he can see around the corner, he sees the orc lying in the frigid grease. With a mental order, Muse's chain of perdition floats over to the unfortunate invader and pulls them towards the pit.

Drag Maneuver vs prone CMD: 1d20 + 10 ⇒ (3) + 10 = 13


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Túrion remains his vigilance.
Effectively keeping my readied action since the previous orc does not seem to have triggered it.
BTW: Algric, how do you quick-swap melee and range? You shot a bow before, then instantly swapped to an axe for melee, and now back to the bow? I figured you dropped it 2 rounds back rather than "sheathing" it?(for move+draw new weapon and standard attack) - or were you holding it all the time in the off-hand and now dropped the axe?


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

His axe only does 1d8 (why no dwarven waraxe? it's a martial weapon), so probably the latter.


Warrior (6) [NPC: COMPLETE] Wounds (0) HP (64) Saves (9/7/5, +2 Hardy) AC (22/14/18) Perception (+12) CMD23 (22)

Algric hasn’t been thinking too much about this. But he started off with axe drawn. After killing the orc he moved and dropped his axe, pulled out his bow as part of the move action, and shot. Ifthis isn’t allowed ignore the bow shot. He will sheathe the axe and move, drawing bow as part of move.


Brookside Campaign Journal

Yes Algric would have had to drop his bow earlier. I was wondering about that. All, we should specifically state when we have to drop weapons. Alright, Algric took his turn moving over there.

Brolin fails to reposition the orc, who stands and steps back into the hallway.

No more orcs are coming out until the spells are gone. Brolin gets a chain aoo?


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Brookside GM wrote:
Brolin gets a chain aoo?

Don't believe so, no.


Brookside Campaign Journal

The remaining orcs are either waiting out the pit or retreating. You won't be able to tell without LoS. You have several rounds to take other actions.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Túrion takes a moment to focus inward, breaking down arcane power into a different, more flexible form. All the same, he remains his vigilance. Rashness would not help, and they could only really coordinate with those in the field of silence in a couple more seconds, when the spells wore off... - all the same, he got mentally ready to rush towards where the pit currently was and throw a spell down the corridor.
Consume Spells - deconstruct a 2-nd level slot into points for the Arcane Reservoir.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Observing that Kazador is wounded, Mel moves behind him, waving a hand to get his attention. She pulls some bandages from her healer's satchel and sets about treating his wounds, hands glowing gently with Ostara's light.

Heal: 1d20 + 15 ⇒ (6) + 15 = 21

Move action to get behind him, standard to start Healer's Hands (it's a full-round action), and the next round's standard action to finish it. 5/7 daily uses remaining. Kazador, you get 35 hp and 4 ability damage back, but you have to sit still for two rounds to get it.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Finding the orcs reluctant to continue the attack Fyrtor once again falls back to be able to cast spells. maybe we can goad them into attacking us

He begins to chant and continues to do so for quite some time as it is measured in battle.
"Mag die natuur se bondgenote my help"

Druidic:
May nature's allies come to my aid

converts sleet storm and begins casting summon nature's ally III


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Kazador stood still while his wounds were tended to. He nodded a thanks to Mel.

Is silent still up?


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I think so... I'll do some reading and figure out it's remaining duration. It should have lasted for 7 rounds.

Edit: Ok, so this go around is the fifth full round, and there was the surprise round. I'm not sure if that means 1 or 2 more rounds of silence


Brookside Campaign Journal

You hear some muttering coming from around the corner. It isn't orcish... Suddenly, you hear a loud pounding of feet coming from around the corner.

DC 15 spellcraft:

It's the verbal components of at least one spell but you can't identify it without a visual.

GM screen:

Inits again: BFKMT, E: 6d20 ⇒ (15, 8, 14, 4, 16, 5) = 62

Expecting this, the motley crew of heroes leaps into action!

Everyone beat the orc's init. Sad for the orcs... You can ready an action or take a full action now. Fyrtor, your summons would have finished during the waiting period. For simplicity, characters may be positioned wherever desirable as long as no one is north of the current line the characters stand in.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Rolling to see if the thick north south section we are fighting in is natural or cut stone

Stone Condition: 1d100 ⇒ 95

Edit: Natural! hmmmm this means I have an extra set of options to consider...


Brookside Campaign Journal

Just roll for the entire current battle map at a time. We have to keep it simple for sanity's sake. So we're in a natural stone area.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Number of Aether Elementals: 1d3 ⇒ 1

His chanting finished Fyrtor summons a single aether elemental. Damn! only one. Running forward to better be able to direct his summons he comes to a stop among the fallen orc bodies skidding a little on the ice. "Umise lowo uvuma, ungamvumeli ukuba agqibe! he yells.

Auran:
Stop the one chanting, do not let him finish!

Without stopping his yelling he continues in a decidedly different language, "Mag sarenrea se lig skyn"

Druidic:
may sarenrea's light shine forth

A sudden light bursts on all of the orcs except the one closest to Fyrtor, burning them with sacred power, and then just as suddenly disappears.

Casts burst of Radience DC 15 reflex to avoid being blinded, if succesful they are dazzled.

Damage: 5d4 ⇒ (4, 2, 4, 3, 2) = 15

I'm assuming the orcs are evil....

Then he assumes a defensive stance before the greased ice and prepares to be assaulted.

Cold Damage: 1d6 ⇒ 6

If Attacked:

Parry: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Reposte: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Reposte Confirm Roll: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Additional Damage if Confirmed: 1d6 + 6 ⇒ (1) + 6 = 7


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

While the orcs wait out the pit, Brolin drops out of spirit dance. He feels a little weak-kneed and shaky, but it's hard for him to tell how much of that's from his ghost-channeling ways, and how much is due to how many times he's been hit with a poleaxe since he woke up this morning.

He doesn't have nearly enough time to recover before the pit wears off and he hears the orcs coming. Round two. Let's do this thing.

"I'm casting an illusion," the captain tells his party. "They're insubstantial, but . . . distracting, hopefully. Axes not aimed at us."

Reaching out for the fragmented memories of Kazad Gavr, Muse shapes them into a spell. Four illusory Rune Wardens coalesce into being, standing between the party and the orcs, who have yet to come around the corner. Casting silent image.

EDIT

Wrote this before I saw Fyrtor's post. I'm creating the illusiory Kazadors behind the corner, so that they don't appear out of nowhere and clue the orcs in that they aren't real. My idea was that we could ready actions to attack, after they waste their actions attacking the figments.


Small Outsider 1HD|HP 13|AC 14:12:12|CMB 2|CMD 15|Saves 4:5:0|Immune: Elemental Immunities, Force|Telekinetic Inviability (constant)
Offense:
Speed: fly 60 ft. (good)|Melee: slam +4 (1d4+1)|Ranged: telekinetic throw +5 (1d8+2)|Special: telekinetic maneuver, telekinetic throw (DC 12)

The aether elemental hears its master's commands and flys forward its shimmering body hard to follow. Stopping just outside the closest orc's reach it hurls the helm of a fallen orc at the one chanting.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Brookside Campaign Journal

Fyrtor, your scimitar threatens a crit on an 18. Don't forget to roll those confirmation rolls or I might not notice your crit. ;)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1
Brookside GM wrote:
Fyrtor, your scimitar threatens a crit on an 18. Don't forget to roll those confirmation rolls or I might not notice your crit. ;)

Thanks GM, I didn't notice it myself until you mentioned it. :D


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Finding herself right next to the injured Captain Brolin, with no enemies in sight, Mel continues patching people up. In lieu of prayer, she simply hums the refrain of Kun lumet alkavat häivyttää, or When the Snows Begin to Fade, a devotional hymn to Ostara.

Heal: 1d20 + 15 ⇒ (17) + 15 = 32

Healer's Hands, full-round action, 4/7 uses remaining. Brolin, you get 42 hp and 4 ability score damage healed.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Kazador’s eyes widened as he saw the ghostly images appear. And then...he smiled.

Readied Action: Move And attack the orcs once they engage the illusions: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 2d6 + 1d6 + 13 ⇒ (2, 4) + (6) + 13 = 25


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Melira Elenariel wrote:

Finding herself right next to the injured Captain Brolin, with no enemies in sight, Mel continues patching people up. In lieu of prayer, she simply hums the refrain of Kun lumet alkavat häivyttää, or When the Snows Begin to Fade, a devotional hymn to Ostara.

[dice=Heal]1d20+15

Healer's Hands, full-round action, 4/7 uses remaining. Brolin, you get 42 hp and 4 ability score damage healed.

Awesome! Back to full.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Túrion moves up, rushing right behind Fyrtor, and glancing down at the corridor.
"Tekrar sıraya girmene sevindim."

Orcish:
"Nice of you to line up again."

Focusing on the second rod he carries, once again the floor below the Orcs starts to drop away with a short incantation and a gesture.
"It may not be particulary creative of me, but...who cares-"
Same as before, focused on the one chanting or whoever is wearing blue. DC 10+5+3+2=20 Reflex general, +2 for the focused one. DC 18 at the sloped area on end-turn.


Brookside Campaign Journal

Soo.. the representation of the waiting orcs was intended to reflect what you saw there last... not what you see there now...

Turion and Fyrtor get a clear look at the hallway. The orc spellcaster cannot be seen but his handiwork can. The hallway is full of the biggest orcs you have ever seen charging toward you with a thunderous pounding of their massive feet. The aether elemental is cut down as he approaches the first orc, who closes his eyes in time to avoid the worst of Fyrtor's spell. He rushes forward across Fyrtor's ice but falls on the grease. He still swings at the druid but misses badly. Fyrtor would strike the orc back but he isn't within reach (unless I'm missing something). Two massive orcs fall into Turion's pit. A third tries to leap over it but fails, filling the pit nearly to the top with struggling orc. Now the spellcaster comes into view, barely visible between the struggling orcs, and casts a spell on Turion but Turion shakes off the paralysis.

GM screen:

Reflex saves: 2d20 ⇒ (14, 6) = 20
Attack: 1d20 ⇒ 20
Dam: 3d6 + 11 ⇒ (6, 1, 3) + 11 = 21
Confirm: 1d20 ⇒ 1
Acro: 1d20 ⇒ 13
Attack Fyrtor: 1d20 ⇒ 8
Reflex: 2d20 ⇒ (9, 3) = 12
Acro jump: 2d20 ⇒ (1, 19) = 20
Turion will: 1d20 ⇒ 16

Party, GO!


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Oh, I wouldn't have wasted the spell if I'd realized I could only effect 1 orc. Oh well. No you're correct, I can parry the blow but I wouldn't be able to reposte, darn it all :(


Brookside Campaign Journal

It affected two orcs one just made his save but still took full damage. Great spell, that.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Finishing with Brolin, Mel moves to one side, hoping for a clear shot, but discovers that the only orc she can see is lying flat in the frozen ice. She nocks an arrow and waits.

Move for position and ready action to shoot the next standing orc I've got a good line of sight on.

Attack: 1d20 + 11 ⇒ (2) + 11 = 13

Sadly, when one of the enlarged orcs lumbers into clear view, her shot goes wide, clattering off the wall to one side.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

The cold bites at Fyrtor's feet, but he continues his assault regardless. After parrying the fallen orcs blow, Fyrtor moves to close with him skirting the greased ice as he nimbly steps closer to the rest of the party. Swinging with all his might striking again and again at the orc who is unable to defend himself against Fyrtor's biting blade.

Because Fyrtor has nimble moves he can still take a 5th step even though the ice is difficult terrain

Attack: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Damage: 1d6 + 6 + 2 + 1d6 ⇒ (1) + 6 + 2 + (5) = 14

I'm assuming the first attack hit, if not ignore the +2 from studied on the second attack

Attack (Haste): 1d20 + 13 + 1 + 2 ⇒ (15) + 13 + 1 + 2 = 31
Damage: 1d6 + 6 + 2 + 1d6 ⇒ (2) + 6 + 2 + (6) = 16


Brookside Campaign Journal

Enlarge person actually gives -2 AC, making Mel's arrow a hit on the orc once it stands up. Roll damage. These guys are no level 13 shield-focused fighters.

Actually Fyrtor, it isn't difficult terrain. It just requires 2 squares of movement to enter each square. Now why that classification exists as something separate from DT is strange to me.

Fyrtor finishes off the orc before it can stand!

Brolin, Turion, and Kazador may yet go. Note Kazador that you can only ready a standard so you can't ready a move and attack. You can ready a 5 ft step and attack, though.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Wow, I hit on a 2? That's ... suddenly nothing makes sense any more!

Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15 nonlethal

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